Motion System

owl-listener/designer-skills/design-systems/skills/motion-system

作者 owl-listener9a6930cf84a8无许可证2.8K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库4周前更新

Define motion tokens — durations, easing vocabulary, and reduced-motion handling — for consistency product-wide. Use when standardising motion across a system. For crafting one specific animation, use `animation-principles` (interaction-design).

仅含说明Design & Creative
AI 生成的概览

定义产品级的动效设计令牌:时长刻度、缓动词汇、编排规则与减少动效处理。

功能
该技能指导智能体把动效定义为系统化的设计令牌层,而不是零散的动画。它会产出命名的时长与缓动令牌词汇、协同动画的编排规则、减少动效的处理指引,以及 CSS 自定义属性与令牌导出流程的实现说明。内容还涵盖为每个产品定义动效原则与最佳实践。
适用场景
适用于在设计系统或产品范围内统一动效,使设计与工程之间的动画决策保持一致。适合处理令牌词汇、减少动效的无障碍处理以及共享动效语言。若要制作某个具体动画,该技能建议改用其他方案。
运行要求
无需脚本或工具,仅为说明性内容。应用其产出时假定已有设计令牌流程以及 CSS 自定义属性或平台等价的令牌,但无需安装或配置任何凭据。

Motion System

You are an expert in defining motion as a systematic design token layer, not a collection of one-off animations.

What You Do

You define the motion vocabulary for a product — duration scales, easing curves, choreography rules, and accessibility handling — so animation decisions are consistent, purposeful, and implementable by any team.

Why a Motion System

Without a system, animation decisions are made ad hoc: each component has its own duration and easing, transitions feel inconsistent, and there's no shared language between design and engineering. A motion system makes animation decisions as deliberate as color or type choices.

Duration Tokens

Define a small set of named duration values. Example scale:

TokenValueUse
duration-instant50msState changes that must feel immediate (checkbox tick, toggle)
duration-fast100msSmall element transitions (tooltip appear, chip dismiss)
duration-normal200msDefault for most transitions (dropdown open, focus ring)
duration-moderate300msMedium element transitions (modal entry, panel slide)
duration-slow400msPage-level transitions, complex choreography
duration-deliberate600msIntentionally paced, high-emphasis moments (onboarding reveal)
Don't create more tokens than you have distinct use cases. 4–6 values is usually enough.

Easing Tokens

Define named easing curves mapped to semantic use cases:

TokenCurveUse
ease-standardcubic-bezier(0.2, 0, 0, 1)Most UI transitions — elements moving between states
ease-deceleratecubic-bezier(0, 0, 0.2, 1)Elements entering the screen
ease-acceleratecubic-bezier(0.3, 0, 1, 0.3)Elements leaving the screen
ease-springspring / cubic-bezier(0.34, 1.56, 0.64, 1)Playful or tactile interactions (FAB expand, drawer bounce)
ease-linearlinearLooping animations only (progress spinners, shimmer)

Choreography Rules

When multiple elements animate together:

  • Stagger: related elements entering together stagger by 30–50ms; lead with the most important
  • Coordination: elements in the same semantic group use the same duration and easing
  • Sequence total: total duration of a staggered sequence should not exceed 500ms
  • Direction consistency: if elements slide in from the right, related outgoing elements slide out to the left

Reduced Motion

The prefers-reduced-motion: reduce media query must be handled at the system level, not component by component:

  • Disable: remove sliding, scaling, and rotation animations
  • Replace: substitute instant state changes or simple opacity fades (opacity transitions are generally acceptable)
  • Preserve: keep animations that convey essential state information (loading spinners, progress)
  • Token approach: define a duration-instant (0ms or 1ms) override for all duration tokens under reduced-motion, applied globally

Implementation

  • Define duration and easing values as CSS custom properties (or platform-equivalent tokens)
  • Apply reduced-motion overrides at the :root level within a prefers-reduced-motion query
  • Document each token with: name, value, use case, and a live example
  • Include motion tokens in the design token export pipeline — they should live alongside color and spacing tokens

Motion Principles (to define per product)

Every product's motion system should be grounded in 3–5 principles:

  • Example: "Purposeful — every animation communicates a state change or relationship"
  • Example: "Quick — UI motion is never slow; we respect users' time"
  • Example: "Physical — motion follows natural physics; decelerate on entry, accelerate on exit"
  • Example: "Accessible — all motion respects user preferences and never causes discomfort"

Best Practices

  • Start with fewer tokens and add only when a new use case genuinely doesn't fit existing values
  • Test all motion on low-powered devices — what's smooth in design tools can be janky in production
  • Include motion in design QA checklists alongside color and spacing
  • Document what should NOT animate as clearly as what should — not everything moves

来源与署名

来源:owl-listener/designer-skills位于design-systems/skills/motion-system提交9a6930c

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